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-- Also the switching between INTERCEPT and ENGAGE (players move in and out of proximity), is working now !!!
372 lines
14 KiB
Lua
372 lines
14 KiB
Lua
--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
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--
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-- ===
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--
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-- # 1) @{#TASK_A2A_DISPATCHER} class, extends @{#DETECTION_MANAGER}
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--
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-- The @{#TASK_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
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-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
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-- Find a summary below describing for which situation a task type is created:
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--
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-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
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-- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
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-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
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--
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-- Other task types will follow...
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--
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-- 3.1) TASK_A2A_DISPATCHER constructor:
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-- --------------------------------------
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-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK_A2A_DISPATCHER instance.
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--
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-- ===
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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--
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-- @module Task_A2A_Dispatcher
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do -- TASK_A2A_DISPATCHER
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--- TASK_A2A_DISPATCHER class.
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-- @type TASK_A2A_DISPATCHER
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-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
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-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. The Detection object will only function in RADAR mode!!!
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-- @field Tasking.Mission#MISSION Mission
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-- @extends Tasking.DetectionManager#DETECTION_MANAGER
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TASK_A2A_DISPATCHER = {
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ClassName = "TASK_A2A_DISPATCHER",
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Mission = nil,
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Detection = nil,
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Tasks = {},
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}
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--- TASK_A2A_DISPATCHER constructor.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
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-- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
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-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
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-- @return #TASK_A2A_DISPATCHER self
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function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
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-- Inherits from DETECTION_MANAGER
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local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
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self.Detection = Detection
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self.Mission = Mission
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self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
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--self.Detection:InitDetectRadar( true )
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self.Detection:SetDetectionInterval( 30 )
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self:AddTransition( "Started", "Assign", "Started" )
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--- OnAfter Transition Handler for Event Assign.
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-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
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-- @param #TASK_A2A_DISPATCHER self
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @param Tasking.Task_A2A#TASK_A2A Task
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #string PlayerName
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self:__Start( 5 )
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return self
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end
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--- Creates an INTERCEPT task when there are targets for it.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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if true then
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-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
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if PlayersCount > 0 then
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-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Evaluates the removal of the Task from the Mission.
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-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Tasking.Task#TASK Task
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
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-- @param #boolean DetectedItemID
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-- @param #boolean DetectedItemChange
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-- @return Tasking.Task#TASK
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function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemID, DetectedItemChanged )
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if Task then
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if Task:IsStatePlanned() then
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local TaskName = Task:GetName()
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local TaskType = TaskName:match( "(%u+)%.%d+" )
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self:E( { TaskType = TaskType } )
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local Remove = false
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local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
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if TaskType == "ENGAGE" then
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if IsPlayers == false then
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Remove = true
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end
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end
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if TaskType == "INTERCEPT" then
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if IsPlayers == true then
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Remove = true
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end
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end
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if DetectedItemChanged == true or Remove then
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self:E( "Removing Tasking: " .. Task:GetTaskName() )
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Mission:RemoveTask( Task )
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self.Tasks[DetectedItemID] = nil
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end
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end
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end
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return Task
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end
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--- Calculates which friendlies are nearby the area
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-- @param #TASK_A2A_DISPATCHER self
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-- @param DetectedItem
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-- @return #number, Core.CommandCenter#REPORT
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function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
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local DetectedSet = DetectedItem.Set
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local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
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local FriendlyTypes = {}
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local FriendliesCount = 0
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if FriendlyUnitsNearBy then
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local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
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for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do
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local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT
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if FriendlyUnit:IsAirPlane() then
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local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
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FriendliesCount = FriendliesCount + 1
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local FriendlyType = FriendlyUnit:GetTypeName()
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FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
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if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
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end
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end
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end
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end
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self:E( { FriendliesCount = FriendliesCount } )
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local FriendlyTypesReport = REPORT:New()
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if FriendliesCount > 0 then
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for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
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FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
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end
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else
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FriendlyTypesReport:Add( "-" )
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end
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return FriendliesCount, FriendlyTypesReport
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end
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--- Calculates which HUMAN friendlies are nearby the area
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-- @param #TASK_A2A_DISPATCHER self
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-- @param DetectedItem
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-- @return #number, Core.CommandCenter#REPORT
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function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
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local DetectedSet = DetectedItem.Set
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local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
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local PlayerTypes = {}
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local PlayersCount = 0
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if PlayersNearBy then
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local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
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for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
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local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
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local PlayerName = PlayerUnit:GetPlayerName()
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self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
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if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
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local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
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PlayersCount = PlayersCount + 1
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local PlayerType = PlayerUnit:GetTypeName()
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PlayerTypes[PlayerName] = PlayerType
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if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
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end
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end
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end
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end
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self:E( { PlayersCount = PlayersCount } )
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local PlayerTypesReport = REPORT:New()
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if PlayersCount > 0 then
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for PlayerName, PlayerType in pairs( PlayerTypes ) do
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PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
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end
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else
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PlayerTypesReport:Add( "-" )
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end
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return PlayersCount, PlayerTypesReport
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end
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--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
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-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
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function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
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self:E()
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local AreaMsg = {}
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local TaskMsg = {}
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local ChangeMsg = {}
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local Mission = self.Mission
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if Mission:IsIDLE() or Mission:IsENGAGED() then
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local TaskReport = REPORT:New()
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--- First we need to the detected targets.
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for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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local DetectedZone = DetectedItem.Zone
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self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
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DetectedSet:Flush()
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local DetectedID = DetectedItem.ID
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local DetectedIndex = DetectedItem.Index
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local DetectedItemChanged = DetectedItem.Changed
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local Task = self.Tasks[DetectedID]
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Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedID, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
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-- Evaluate INTERCEPT
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if not Task then
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local TargetSetUnit = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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if TargetSetUnit then
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Task = TASK_A2A_ENGAGE:New( Mission, self.SetGroup, string.format( "ENGAGE.%03d", DetectedID ), TargetSetUnit )
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else
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local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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if TargetSetUnit then
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Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
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end
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end
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if Task then
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self.Tasks[DetectedID] = Task
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Task:SetTargetZone( DetectedZone, DetectedSet:GetFirst():GetAltitude(), DetectedSet:GetFirst():GetHeading() )
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Task:SetDispatcher( self )
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Mission:AddTask( Task )
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TaskReport:Add( Task:GetName() )
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else
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self:E("This should not happen")
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end
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end
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local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem )
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Task:SetInfo( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ) )
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local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
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Task:SetInfo( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ) )
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-- OK, so the tasking has been done, now delete the changes reported for the area.
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Detection:AcceptChanges( DetectedItem )
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end
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-- TODO set menus using the HQ coordinator
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Mission:GetCommandCenter():SetMenu()
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local TaskText = TaskReport:Text(", ")
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for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
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if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
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Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup )
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end
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end
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end
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return true
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end
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end
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